86 lines
2.9 KiB
C#
86 lines
2.9 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using DG.Tweening;
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using Ichni.Editor;
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using Ichni.RhythmGame.Beatmap;
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using Ichni.RhythmGame.ThemeBundles.Basic.Beatmap;
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using UnityEngine;
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namespace Ichni.RhythmGame.ThemeBundles.Basic
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{
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public class BasicNotePerfectBurst : NotePerfectEffect
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{
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private GameObject effectRing;
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public BasicNotePerfectBurst(NoteVisualBase noteVisual)
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{
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this.note = noteVisual.note;
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this.noteVisual = noteVisual;
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this.effectRing = noteVisual.effectPrefabList[0];
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this.effectTime = 0.1f;
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}
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public override void Recover()
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{
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effectRing.SetActive(false);
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effectRing.transform.localScale = Vector3.zero;
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effectRing.GetComponent<SpriteRenderer>().color = Color.white;
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noteVisual.noteMain.SetActive(true);
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if (noteVisual is BasicHoldVisualMesh holdVisualMesh)
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{
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holdVisualMesh.notePartList[1].SetActive(true);
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holdVisualMesh.notePartList[2].SetActive(true);
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}
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}
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public override void Adjust()
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{
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effectRing.gameObject.SetActive(true);
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effectRing.transform.DOScale(Vector3.one, effectTime).SetEase(Ease.OutQuad);
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effectRing.GetComponent<SpriteRenderer>().DOFade(0, effectTime).SetEase(Ease.OutQuad).OnComplete(() => effectRing.SetActive(false));
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noteVisual.noteMain.SetActive(false);
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if (noteVisual is BasicHoldVisualMesh holdVisualMesh)
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{
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holdVisualMesh.notePartList[1].SetActive(false);
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holdVisualMesh.notePartList[2].SetActive(false);
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}
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}
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public override EffectBase_BM ConvertToBM()
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{
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return new BasicNotePerfectBurst_BM(effectTime);
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}
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public override void SetUpInspector()
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{
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IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
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var container = inspector.GenerateContainer("Basic Note Perfect Burst");
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var subcontainer = container.GenerateSubcontainer(3);
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var effectTimeField = inspector.GenerateInputField(this, subcontainer, "Effect Time", nameof(effectTime));
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}
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}
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namespace Beatmap
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{
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public class BasicNotePerfectBurst_BM : NotePerfectEffect_BM
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{
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public BasicNotePerfectBurst_BM()
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{
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}
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public BasicNotePerfectBurst_BM(float effectTime) : base(effectTime)
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{
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}
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public override EffectBase ConvertToGameType(GameElement attachedGameElement)
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{
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return new BasicNotePerfectBurst(attachedGameElement as NoteVisualBase);
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}
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}
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}
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} |